39 resultados para Abordagem baseada em tarefas
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
The aim of this action research of mixed-methods was investigating the role of the tasks proposed by the Task-Based Learning, TBL (WILLIS, 1996) in the process of development of speech production in English as a foreign language (EFL) at the public school. Twenty-three students from a grade of secondary school from a state school in Rio Grande do Norte were exposed systematically to the implementation of the learning tasks focused in the speech production in EFL during two months. The instruments used at the data collection – pre and post-questionnaire; field notes; focal group; and pre and post-tests - generated two kinds of data: a) qualitative (the perception of the students about their speech production and the teaching of this ability at the public school; and, the usage of strategies of communication for these learners facing TBL); and, b) quantitative (the development of pronunciation; of accuracy in the proficiency tests (test KET – Cambridge, adapted); and, of Global Oral Proficiency (POG) of these learners after the accomplishment of the learning tasks). The quantitative results of the study indicate that there was a statistically significant development of pronunciation and accuracy at the proficiency tests, after the tasks experience. The qualitative findings, in turn, represented by the learners‟ reports and from the research teacher, show that there has been greater focus on the use of communicative strategies during the learners‟ oral production throughout the intervention with the tasks.
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In this work, we present the GATE, an approach based on middleware for interperceptive applications. Through the services offered by the GATE, we extension we extend the concept of Interperception for integration with several devices, including set-top box, mobile devices (cell phones), among others. Through this extension ensures the implementation of virtual environments in these devices. Thus, users who access the version of the computer environment may interact with those who access the same environment by other devices. This extension is just a part of the services provided by the GATE, that remerges as a new proposal for multi-user virtual environments creation.
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E-learning, which refers to the use of Internet-related technologies to improve knowledge and learning, has emerged as a complementary form of education, bringing advantages such as increased accessibility to information, personalized learning, democratization of education and ease of update, distribution and standardization of the content. In this sense, this paper aims to develop a tool, named ISE-SPL, whose purpose is the automatic generation of E-learning systems for medical education, making use of concepts of Software Product Lines. It consists of an innovative methodology for medical education that aims to assist professors of healthcare in their teaching through the use of educational technologies, all based on computing applied to healthcare (Informatics in Health). The tests performed to validate the ISE-SPL were divided into two stages: the first was made by using a software analysis tool similar to ISE-SPL, called SPLOT and the second was performed through usability questionnaires to healthcare professors who used ISESPL. Both tests showed positive results, proving it to be an efficient tool for generation of E-learning software and useful for professors in healthcare
Resumo:
Traditional applications of feature selection in areas such as data mining, machine learning and pattern recognition aim to improve the accuracy and to reduce the computational cost of the model. It is done through the removal of redundant, irrelevant or noisy data, finding a representative subset of data that reduces its dimensionality without loss of performance. With the development of research in ensemble of classifiers and the verification that this type of model has better performance than the individual models, if the base classifiers are diverse, comes a new field of application to the research of feature selection. In this new field, it is desired to find diverse subsets of features for the construction of base classifiers for the ensemble systems. This work proposes an approach that maximizes the diversity of the ensembles by selecting subsets of features using a model independent of the learning algorithm and with low computational cost. This is done using bio-inspired metaheuristics with evaluation filter-based criteria
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Ubiquitous computing systems operate in environments where the available resources significantly change during the system operation, thus requiring adaptive and context aware mechanisms to sense changes in the environment and adapt to new execution contexts. Motivated by this requirement, a framework for developing and executing adaptive context aware applications is proposed. The PACCA framework employs aspect-oriented techniques to modularize the adaptive behavior and to keep apart the application logic from this behavior. PACCA uses abstract aspect concept to provide flexibility by addition of new adaptive concerns that extend the abstract aspect. Furthermore, PACCA has a default aspect model that considers habitual adaptive concerns in ubiquitous applications. It exploits the synergy between aspect-orientation and dynamic composition to achieve context-aware adaptation, guided by predefined policies and aim to allow software modules on demand load making possible better use of mobile devices and yours limited resources. A Development Process for the ubiquitous applications conception is also proposed and presents a set of activities that guide adaptive context-aware developer. Finally, a quantitative study evaluates the approach based on aspects and dynamic composition for the construction of ubiquitous applications based in metrics
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There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant
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When crosscutting concerns identification is performed from the beginning of development, on the activities involved in requirements engineering, there are many gains in terms of quality, cost and efficiency throughout the lifecycle of software development. This early identification supports the evolution of requirements, detects possible flaws in the requirements specification, improves traceability among requirements, provides better software modularity and prevents possible rework. However, despite these several advantages, the crosscutting concerns identification over requirements engineering faces several difficulties such as the lack of systematization and tools that support it. Furthermore, it is difficult to justify why some concerns are identified as crosscutting or not, since this identification is, most often, made without any methodology that systematizes and bases it. In this context, this paper proposes an approach based on Grounded Theory, called GT4CCI, for systematizing and basing the process of identifying crosscutting concerns in the initial stages of the software development process in the requirements document. Grounded Theory is a renowned methodology for qualitative analysis of data. Through the use of GT4CCI it is possible to better understand, track and document concerns, adding gains in terms of quality, reliability and modularity of the entire lifecycle of software
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Resumo:
Some authors have suggested that learning tasks conducted in L2 classes can motivate learners in different ways. Similarly, Interactive Whiteboards (IWB) have already been linked as drivers to engagement and enthusiasm in L2 classes, which may cause some impact on affective variables that influence learning (e.g. motivation). This crosssectional mixed-methods study aims to understand how situational motivation caused by learning tasks mediated by the IWB impact participants. We seek to answer the following research questions: (1) How does motivation as a personality trait of the learner relate to his/her additional language learning performance?, (2) How does the type of learning task mediated by the IWB impact the learner s motivation?, (3) How does motivation vary along the learning task mediated by the IWB? and (4) What is the relation between the learning task motivation and the learners perception about the task mediated by the IWB? Data collection lasted four months with 29 learners from a private language school. The instruments used were the following: (a) an initial questionnaire (adapted from the Attitudes/Motivation Test Battery by GARDNER, 2004), (b) situation-specific on-line scales to assess learners motivation in three moments: before, during and after the task, and analyze how motivation varies along the task; (c) class observations and field notes resulting from these observations, (d) participants end-of-course grades to understand the connection between academic success and their motivational profiles and (e) a final questionnaire with the qualitative purpose to know learners perceptions about the tasks mediated by the IWB. Our theoretical framework is based on Task-Based Learning and cognitive aspects present in tasks (WILLIS, 1996; SKEHAN, 1996), theories on motivation and second language learning (GARDNER, 2001; DÖRNYEI e OTTÓ, 1998; DÖRNYEI, 2000; 2002) and conceptions about L2 learning mediated by technology (GIBSON, 2001; OLIVEIRA, 2001; MILLER et al, 2005). Our results do not point out to a significative correlation between learners end-of-course grades and their motivational profiles. However, they indicate that there is some variability in situational motivation along the tasks, even among learning tasks from the same type. Furthermore, they show that learners report different perceptions for each learning task and that the impact of the IWB on participants did not have a large proportion
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This work proposes a model based approach for pointcut management in the presence of evolution in aspect oriented systems. The proposed approach, called conceptual visions based pointcuts, is motivated by the observation of the shortcomings in traditional approaches pointcuts definition, which generally refer directly to software structure and/or behavior, thereby creating a strong coupling between pointcut definition and the base code. This coupling causes the problem known as pointcut fragility problem and hinders the evolution of aspect-oriented systems. This problem occurs when all the pointcuts of each aspect should be reviewed due to any software changes/evolution, to ensure that they remain valid even after the changes made in the software. Our approach is focused on the pointcuts definition based on a conceptual model, which has definitions of the system's structure in a more abstract level. The conceptual model consists of classifications (called conceptual views) on entities of the business model elements based on common characteristics, and relationships between these views. Thus the pointcuts definitions are created based on the conceptual model rather than directly referencing the base model. Moreover, the conceptual model contains a set of relationships that allows it to be automatically verified if the classifications in the conceptual model remain valid even after a software change. To this end, all the development using the conceptual views based pointcuts approach is supported by a conceptual framework called CrossMDA2 and a development process based on MDA, both also proposed in this work. As proof of concept, we present two versions of a case study, setting up a scenario of evolution that shows how the use of conceptual visions based pointcuts helps detecting and minimizing the pointcuts fragility. For the proposal evaluation the Goal/Question/Metric (GQM) technique is used together with metrics for efficiency analysis in the pointcuts definition
Uma abordagem para a verificação do comportamento excepcional a partir de regras de designe e testes
Resumo:
Checking the conformity between implementation and design rules in a system is an important activity to try to ensure that no degradation occurs between architectural patterns defined for the system and what is actually implemented in the source code. Especially in the case of systems which require a high level of reliability is important to define specific design rules for exceptional behavior. Such rules describe how exceptions should flow through the system by defining what elements are responsible for catching exceptions thrown by other system elements. However, current approaches to automatically check design rules do not provide suitable mechanisms to define and verify design rules related to the exception handling policy of applications. This paper proposes a practical approach to preserve the exceptional behavior of an application or family of applications, based on the definition and runtime automatic checking of design rules for exception handling of systems developed in Java or AspectJ. To support this approach was developed, in the context of this work, a tool called VITTAE (Verification and Information Tool to Analyze Exceptions) that extends the JUnit framework and allows automating test activities to exceptional design rules. We conducted a case study with the primary objective of evaluating the effectiveness of the proposed approach on a software product line. Besides this, an experiment was conducted that aimed to realize a comparative analysis between the proposed approach and an approach based on a tool called JUnitE, which also proposes to test the exception handling code using JUnit tests. The results showed how the exception handling design rules evolve along different versions of a system and that VITTAE can aid in the detection of defects in exception handling code
Resumo:
This work presents the specification and the implementation of a language of Transformations in definite Models specification MOF (Meta Object Facility) of OMG (Object Management Group). The specification uses a boarding based on rules ECA (Event-Condition-Action) and was made on the basis of a set of scenes of use previously defined. The Parser Responsible parser for guaranteeing that the syntactic structure of the language is correct was constructed with the tool JavaCC (Java Compiler Compiler) and the description of the syntax of the language was made with EBNF (Extended Backus-Naur Form). The implementation is divided in three parts: the creation of the interpretative program properly said in Java, the creation of an executor of the actions specified in the language and its integration with the type of considered repository (generated for tool DSTC dMOF). A final prototype was developed and tested in the scenes previously defined
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The development of interactive systems involves several professionals and the integration between them normally uses common artifacts, such as models, that drive the development process. In the model-driven development approach, the interaction model is an artifact that includes the most of the aspects related to what and how the user can do while he/she interacting with the system. Furthermore, the interactive model may be used to identify usability problems at design time. Therefore, the central problematic addressed by this thesis is twofold. In the first place, the interaction modeling, in a perspective that helps the designer to explicit to developer, who will implement the interface, the aspcts related to the interaction process. In the second place, the anticipated identification of usability problems, that aims to reduce the application final costs. To achieve these goals, this work presents (i) the ALaDIM language, that aims to help the designer on the conception, representation and validation of his interactive message models; (ii) the ALaDIM editor, which was built using the EMF (Eclipse Modeling Framework) and its standardized technologies by OMG (Object Management Group); and (iii) the ALaDIM inspection method, which allows the anticipated identification of usability problems using ALaDIM models. ALaDIM language and editor were respectively specified and implemented using the OMG standards and they can be used in MDA (Model Driven Architecture) activities. Beyond that, we evaluated both ALaDIM language and editor using a CDN (Cognitive Dimensions of Notations) analysis. Finally, this work reports an experiment that validated the ALaDIM inspection method
Uma análise experimental de algoritmos exatos aplicados ao problema da árvore geradora multiobjetivo
Resumo:
The Multiobjective Spanning Tree Problem is NP-hard and models applications in several areas. This research presents an experimental analysis of different strategies used in the literature to develop exact algorithms to solve the problem. Initially, the algorithms are classified according to the approaches used to solve the problem. Features of two or more approaches can be found in some of those algorithms. The approaches investigated here are: the two-stage method, branch-and-bound, k-best and the preference-based approach. The main contribution of this research lies in the fact that no research was presented to date reporting a systematic experimental analysis of exact algorithms for the Multiobjective Spanning Tree Problem. Therefore, this work can be a basis for other research that deal with the same problem. The computational experiments compare the performance of algorithms regarding processing time, efficiency based on the number of objectives and number of solutions found in a controlled time interval. The analysis of the algorithms was performed for known instances of the problem, as well as instances obtained from a generator commonly used in the literature
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Typically Web services contain only syntactic information that describes their interfaces. Due to the lack of semantic descriptions of the Web services, service composition becomes a difficult task. To solve this problem, Web services can exploit the use of ontologies for the semantic definition of service s interface, thus facilitating the automation of discovering, publication, mediation, invocation, and composition of services. However, ontology languages, such as OWL-S, have constructs that are not easy to understand, even for Web developers, and the existing tools that support their use contains many details that make them difficult to manipulate. This paper presents a MDD tool called AutoWebS (Automatic Generation of Semantic Web Services) to develop OWL-S semantic Web services. AutoWebS uses an approach based on UML profiles and model transformations for automatic generation of Web services and their semantic description. AutoWebS offers an environment that provides many features required to model, implement, compile, and deploy semantic Web services